Lenard,
"Fatal Python error: Inconsistent interned string state."
On Mon, Aug 18, 2008 at 8:17 AM, Lenard Lindstrom <len-l@xxxxxxxxx
<mailto:len-l@xxxxxxxxx>> wrote:
Yes, debug print statements show the crash happens when the SDL
blit funcion SDL_BlitSurface is called. Did you get a Pygame
parachute or a Python interned string violation?
Lenard
Nicholas Dudfield wrote:
Ok, I have been informed there is are PyGame blits not derived
from SDL, so that explains that.
{pygame_AlphaBlit, pygame_Blit} from clip above looks like
Seems oblivious (sic) now it's pointed out.
On Sat, Aug 16, 2008 at 4:37 PM, Nicholas Dudfield
<ndudfield@xxxxxxxxx <mailto:ndudfield@xxxxxxxxx>
<mailto:ndudfield@xxxxxxxxx <mailto:ndudfield@xxxxxxxxx>>> wrote:
I had a little play with the test_blit_to_self.py:
SDL VERSION:
1.2.13 prebuilts
PYGAME:
Mingw compiled, svn r 1619
OBSERVATIONS:
Unmodified the test wouldn't run at all as noted earlier.
I don't know if it's any help but I noticed after
commenting out
the "blitting screen to self" section that I could get the
"blitting surface to self" test and "blitting surface to
screen"
to run the full 100 cycles if I instantiated the Surface
`a` with
pygame.SRCALPHA flags.
Also, if using BLEND_RGB_ADD flags "blitting screen to self"
worked. Also screen.copy() worked as a source... but eh.
CONCLUSIONS:
s.blit(s, (0,0)) works if SRCALPHA bits set for s
screen.blit(screen, step, None, pygame.BLEND_RGB_ADD)
Is that any help for you guys in debugging?? I have no C-fu
or I
would have a tinker myself.